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  1. Videometry

    Very nice :)
    Depth masks seem to have ignored for anything other than depth of field blur effects. I have had some success using them to make complex backgrounds function like geometry.


    Oct 27, 2009 @ 6:30 am

  2. Dan

    Would it be possible to post some source code? I am interested in utilizing a depth-buffer over the papervision z-sort painters algorithm, for rendering for obvious reasons. I can’t tell is this what is going on here?

    Nov 09, 2009 @ 8:04 am

  3. Ben

    @Dan I will release the source eventually once it’s cleaned up and integrated with the engine better. Feel free to drop me an email if you want to discuss further.

    Nov 19, 2009 @ 12:14 pm

  4. Ben

    @Videometry nice experiments! I’m contemplating doing something similar using the depth buffer to save rendering far away objects. They could be renderered with their depth information stored and then use that as a kind of depth-cache…

    Nov 19, 2009 @ 12:18 pm

  5. geraldine

    Could you point to some code (related) or perhaps further explanation for a more “intermediate” reader?

    Nov 27, 2009 @ 11:54 am

  6. Ben

    @geraldine at some point in the near future I’ll write a follow up that explains this PixelBender approach better. If you read up about depth buffers/zbuffers and PixelBender blendmodes – this technique uses the 11bit depth material from my previous examples with a custom PB blend mode that compares the per-pixel depth with that of the layer below it.

    Nov 30, 2009 @ 12:59 pm

  7. Damian

    Any follow up on how to achieve something like your example? I would really like to see the source code for it, will you release it anytime soon?
    Nice work.

    Dec 10, 2010 @ 1:43 pm